using System.Collections;
using System.Collections.Generic;
using UnityEngine;


#region 系统枚举类型
/// <summary>
/// UI窗体(位置)类型
/// </summary>
public enum UIFormType
{
    /// <summary>
    /// 普通窗体
    /// </summary>
    Normal,
    /// <summary>
    /// 固定窗体
    /// </summary>
    Fixed,
    /// <summary>
    /// 弹出窗体
    /// </summary>
    PopUp,
}

/// <summary>
/// UI窗体的显示类型
/// </summary>
public enum UIFormShowMode
{
    /// <summary>
    /// 普通
    /// </summary>
    Normal,
    /// <summary>
    /// 反向切换 重置
    /// </summary>//按照相反方向切换过去 原路弹回来
    ReverseChange,
    /// <summary>
    /// 隐藏其他 
    /// </summary>
    HideOther
}

/// <summary>
/// UI窗体透明度类型
/// </summary>
public enum UIFormLucenyType
{
    /// <summary>
    /// 完全透明，不能穿透
    /// </summary>
    Lucency,
    /// <summary>
    /// 半透明，不能穿透
    /// </summary>
    Translucence,
    /// <summary>
    /// 低透明度，不能穿透
    /// </summary>
    ImPenetrable,
    /// <summary>
    /// 可以穿透
    /// </summary>
    Pentrate
}
#endregion
public class SysDefine
{

    /// <summary>
    /// 路径常量
    /// </summary>
    public const string canvasPath = "UICanvas";
    /// <summary>
    /// 标签常量
    /// </summary>
    public const string canvasTag = "Canvas";


    // 节点常量
    public const string normalNode = "Normal";
    public const string fixedNode = "Fixed";
    public const string popUpNode = "PopUp";
    public const string UIMangerNode = "UIManger";

    //全局性方法

    //委托的定义

}
